Unity 3d ondular terrain generation











up vote
-1
down vote

favorite












I am making a 3d game where i have to do some terrain generation to have an infinite and random level.
The terrain has to be ondular with ups and downs, like this:



https://imgur.com/a/prTuRl0



i used perlin noise to generate a terrain, with multiple planes in a queue, updating them as the player goes forward(i have the Z position of the last plane, so when i update when i peek from the queue the first in line, dequeue it and enqueue it again with new vertices, through mathf.PerlinNoise(0, zPosition))
the reason why i have a 0 in the first parameter is so that the planes are uniform in the x axis



i'd like to have a gameplay similar to dunes but in 3d, where the player controls a ball, clicking while grounded gives it speed, clicking while on air brings it down, and he can get score and streaks by smoothly going through downhills or die if he crashes against an uphill



problem:



https://imgur.com/a/sdZp1qQ



perlin noise isn't always up and down as i need it to be, sometimes it has those curves in the middle that make the ball jump and have weird not desired movement... appreciate any help on this subject.










share|improve this question


























    up vote
    -1
    down vote

    favorite












    I am making a 3d game where i have to do some terrain generation to have an infinite and random level.
    The terrain has to be ondular with ups and downs, like this:



    https://imgur.com/a/prTuRl0



    i used perlin noise to generate a terrain, with multiple planes in a queue, updating them as the player goes forward(i have the Z position of the last plane, so when i update when i peek from the queue the first in line, dequeue it and enqueue it again with new vertices, through mathf.PerlinNoise(0, zPosition))
    the reason why i have a 0 in the first parameter is so that the planes are uniform in the x axis



    i'd like to have a gameplay similar to dunes but in 3d, where the player controls a ball, clicking while grounded gives it speed, clicking while on air brings it down, and he can get score and streaks by smoothly going through downhills or die if he crashes against an uphill



    problem:



    https://imgur.com/a/sdZp1qQ



    perlin noise isn't always up and down as i need it to be, sometimes it has those curves in the middle that make the ball jump and have weird not desired movement... appreciate any help on this subject.










    share|improve this question
























      up vote
      -1
      down vote

      favorite









      up vote
      -1
      down vote

      favorite











      I am making a 3d game where i have to do some terrain generation to have an infinite and random level.
      The terrain has to be ondular with ups and downs, like this:



      https://imgur.com/a/prTuRl0



      i used perlin noise to generate a terrain, with multiple planes in a queue, updating them as the player goes forward(i have the Z position of the last plane, so when i update when i peek from the queue the first in line, dequeue it and enqueue it again with new vertices, through mathf.PerlinNoise(0, zPosition))
      the reason why i have a 0 in the first parameter is so that the planes are uniform in the x axis



      i'd like to have a gameplay similar to dunes but in 3d, where the player controls a ball, clicking while grounded gives it speed, clicking while on air brings it down, and he can get score and streaks by smoothly going through downhills or die if he crashes against an uphill



      problem:



      https://imgur.com/a/sdZp1qQ



      perlin noise isn't always up and down as i need it to be, sometimes it has those curves in the middle that make the ball jump and have weird not desired movement... appreciate any help on this subject.










      share|improve this question













      I am making a 3d game where i have to do some terrain generation to have an infinite and random level.
      The terrain has to be ondular with ups and downs, like this:



      https://imgur.com/a/prTuRl0



      i used perlin noise to generate a terrain, with multiple planes in a queue, updating them as the player goes forward(i have the Z position of the last plane, so when i update when i peek from the queue the first in line, dequeue it and enqueue it again with new vertices, through mathf.PerlinNoise(0, zPosition))
      the reason why i have a 0 in the first parameter is so that the planes are uniform in the x axis



      i'd like to have a gameplay similar to dunes but in 3d, where the player controls a ball, clicking while grounded gives it speed, clicking while on air brings it down, and he can get score and streaks by smoothly going through downhills or die if he crashes against an uphill



      problem:



      https://imgur.com/a/sdZp1qQ



      perlin noise isn't always up and down as i need it to be, sometimes it has those curves in the middle that make the ball jump and have weird not desired movement... appreciate any help on this subject.







      c# unity3d procedural-generation






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Nov 17 at 15:00









      Fábio Ramos

      43




      43
























          1 Answer
          1






          active

          oldest

          votes

















          up vote
          0
          down vote













          I fixed this problem by using the Normal Distribution Function to generate the waves, by messing with the parameters, i can add width or height to my wave
          Using 5 planes per "wave" (each wave is a gameobject array of 5 planes), and simply going through the vertexes in the x axis, changing all their heights to the same value calculated in the function, incrementing x and doing it again






          share|improve this answer





















            Your Answer






            StackExchange.ifUsing("editor", function () {
            StackExchange.using("externalEditor", function () {
            StackExchange.using("snippets", function () {
            StackExchange.snippets.init();
            });
            });
            }, "code-snippets");

            StackExchange.ready(function() {
            var channelOptions = {
            tags: "".split(" "),
            id: "1"
            };
            initTagRenderer("".split(" "), "".split(" "), channelOptions);

            StackExchange.using("externalEditor", function() {
            // Have to fire editor after snippets, if snippets enabled
            if (StackExchange.settings.snippets.snippetsEnabled) {
            StackExchange.using("snippets", function() {
            createEditor();
            });
            }
            else {
            createEditor();
            }
            });

            function createEditor() {
            StackExchange.prepareEditor({
            heartbeatType: 'answer',
            convertImagesToLinks: true,
            noModals: true,
            showLowRepImageUploadWarning: true,
            reputationToPostImages: 10,
            bindNavPrevention: true,
            postfix: "",
            imageUploader: {
            brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
            contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
            allowUrls: true
            },
            onDemand: true,
            discardSelector: ".discard-answer"
            ,immediatelyShowMarkdownHelp:true
            });


            }
            });














             

            draft saved


            draft discarded


















            StackExchange.ready(
            function () {
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53352408%2funity-3d-ondular-terrain-generation%23new-answer', 'question_page');
            }
            );

            Post as a guest















            Required, but never shown

























            1 Answer
            1






            active

            oldest

            votes








            1 Answer
            1






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes








            up vote
            0
            down vote













            I fixed this problem by using the Normal Distribution Function to generate the waves, by messing with the parameters, i can add width or height to my wave
            Using 5 planes per "wave" (each wave is a gameobject array of 5 planes), and simply going through the vertexes in the x axis, changing all their heights to the same value calculated in the function, incrementing x and doing it again






            share|improve this answer

























              up vote
              0
              down vote













              I fixed this problem by using the Normal Distribution Function to generate the waves, by messing with the parameters, i can add width or height to my wave
              Using 5 planes per "wave" (each wave is a gameobject array of 5 planes), and simply going through the vertexes in the x axis, changing all their heights to the same value calculated in the function, incrementing x and doing it again






              share|improve this answer























                up vote
                0
                down vote










                up vote
                0
                down vote









                I fixed this problem by using the Normal Distribution Function to generate the waves, by messing with the parameters, i can add width or height to my wave
                Using 5 planes per "wave" (each wave is a gameobject array of 5 planes), and simply going through the vertexes in the x axis, changing all their heights to the same value calculated in the function, incrementing x and doing it again






                share|improve this answer












                I fixed this problem by using the Normal Distribution Function to generate the waves, by messing with the parameters, i can add width or height to my wave
                Using 5 planes per "wave" (each wave is a gameobject array of 5 planes), and simply going through the vertexes in the x axis, changing all their heights to the same value calculated in the function, incrementing x and doing it again







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Nov 19 at 17:17









                Fábio Ramos

                43




                43






























                     

                    draft saved


                    draft discarded



















































                     


                    draft saved


                    draft discarded














                    StackExchange.ready(
                    function () {
                    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53352408%2funity-3d-ondular-terrain-generation%23new-answer', 'question_page');
                    }
                    );

                    Post as a guest















                    Required, but never shown





















































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown

































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown







                    Popular posts from this blog

                    "Incorrect syntax near the keyword 'ON'. (on update cascade, on delete cascade,)

                    Alcedinidae

                    RAC Tourist Trophy